#include <vector>
+#include "evaluate.h"
#include "material.h"
#include "movepick.h"
#include "pawns.h"
void wait_for_stop_or_ponderhit();
SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
+ Eval::Table evalTable;
MaterialTable materialTable;
PawnTable pawnTable;
size_t idx;
template <bool Fake>
Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove,
- Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType);
+ Depth depth, Move threatMove, int moveCount, MovePicker& mp, int nodeType);
private:
friend class Thread;
friend void check_time();